Displaying Currently Bound Buttons in game

Aerisetta

Active member
Hello me again lol

I'd like to ask if it's possible to display the currently bound key inside the game

For example, I want to teach the player that they need to press the attack button.
Let's say the X button is currently bound as the attack button

On screen, I will say Press <X>

if they changed the keybind to J, then it will be
Press <J>

This will really help players to navigate the controls at the beginning of the game. Thanks!

Ideally this works to show proper Xbox buttons too (this is actually a requirement by steam if you want to say your game supports controllers)
 
I need to check. You can't read the save file, which is where that's done, but if the version you have is after I added command capture that might be a way you can go.

Which build are you using?

DC
 
I just had an idea

would it be possible that during the setting of buttons by the player, a globalvar gets set

for example if Attack1 button is set to U
globalvar attack1button = "U"

for example if Attack1 button is set to X
globalvar attack1button = "X"

then i can read the globalvar and use that to bring up the key prompts.

possible?
 
I just had an idea

would it be possible that during the setting of buttons by the player, a globalvar gets set

for example if Attack1 button is set to U
globalvar attack1button = "U"

for example if Attack1 button is set to X
globalvar attack1button = "X"

then i can read the globalvar and use that to bring up the key prompts.

possible?

No - or I would have already told you to do it. Not without learning about Filestreams to keep the values consistent. The engine saves key config - so what happens next time you open the game and don't re-config manually again to apture the keys? Global vars won't do it, because those only get loaded through a save game.

DC
 
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